Inverna Nailo Character in Not Forgotten Realms | World Anvil

Inverna Nailo

Inverna has a scar on her cheek where she was grazed by an orc's javelin. She is cautious by nature and suspicious of strangers.   Personality. "I choose my words very carefully. Sarcasm, I'm told, is my sharpest weapon." Ideal. "All people deserve to be treated with dignity, regardless of their station. Of course, orcs aren't people." Bond. "Orcs are a blight on the land. For the sake of the natural and civilized worlds, I kill them on sight." Flaw. "I can't admit when I'm wrong."  

Warrior

  6st-level Medium humanoid Armor Class 16 (chain shirt, shield) Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) Saving Throws Con +5 Skills Athletics +5, Perception +4, Survival +4 Senses passive Perception 14 Languages Common, Elvish Attacker The warrior gains a +2 bonus to attack rolls. Extra Attack. The warrior can attack twice, instead of once, whenever it takes the Attack action on its turn. Improved Critical. The warrior's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Second Wind. The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. If it does so, it can't use this feature again until it finishes a short or long rest. Actions Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage, or 7 (1d10 + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.    

Second Wind

  Starting at 1st level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.   The sidekick can use this feature twice between rests starting at 18th level.  

Danger Sense

  Beginning at 2nd level, the sidekick has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. This feature doesn't work if the sidekick is incapacitated.  

Improved Critical

  Starting at 3rd level, the sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20.  

Ability Score Improvement

  When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.  

Extra Attack (1 extra)

  Beginning at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn.   The number of attacks increases to three when the sidekick reaches 11th level and to four when it reaches 20th level.  

Ability Score Improvement

  At 6th level, you gain another Ability Score Improvement.

 
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